In RTS games do unit objects (movable, controllable units) contain location information? ie. would a unit class have a 'coordinates' field or something of this manner? Or is it more common to have a ...

In Starcraft 2, unit formations are created when a "group" is generated from a command. Generally, the rules for a group are:
All units in the group are in the same spatial "clump".
All units in the ...

It's my first RTS game and I'm having trouble finding out how to make infantry take less space than tanks.
Right now I have 1 tank and 1 infantry type ready with sprites, pathfinding, selection and ...

I'm trying to make an RTS for android using libgdx. I would like to have collision detection to be able to detect ships inside the range of weapons and collision between my bullets and the ships.
So ...

I understand flow field pathfinding (as illustrated in recent Gas Powered Games titles) consists of 1) computing a vector field covering the map for a given destination, 2) deriving unit directions ...

I've finally ran into the problem of multiple triggers and collisions within my 2D RTS. Up till now I've been using unities sphere colliders as a way of simulating spatial awareness. To trigger when ...

I was wondering how I should approach the runtime changes on the game UI when selecting different types of units in a RTS.
For example, in Starcraft, each unit type has its own portrait, attributes, ...

For my RTS game's ability system, I need an efficient ability system where each ability is its own class that implements certain functions from an inherited abstract base class, Ability. Every ability ...

I have a multiplayer RTS game with every unit assigned an ID.
How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...

Considered a typical lockstep implementation, what's a solid rate to send packets at for UDP protocol that games can start with in the beginning?
If anyone has experience in this field, I'd like to ...

In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...

Every game I look into that uses fog of war tends to have the AI ignore fog of war completely. I'm starting to see why.
I have a RTS game I'm working on, with lots of units moving around. All units ...

Working on my game, I'm at the point where I need to track all of the units in the world so that I can do nearest-neighbor checks for combat. This is an RTS-like game, with potentially thousands of ...

In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...

I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity)
After much research, I now know that its ...

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...

I developing a simple real-time strategy game in a small team with no experience, and we're considering using one thread per game object (tank, soldier, etc). Is this a good idea or is it overkill?
...

We came up with an idea for a real-time strategy game for mobile devices that can play with other players over a network. I'm trying to plan out the architecture/protocol required for such as system. ...

I'm trying to make a game with real time strategy elements, where you can build several different buildings.
The problem is that I can't seem to make the buildings stop overlapping. That is too say, ...

I want to code a small demo to test what degree of detail regarding animations, is possible in modern RTS/building games and which of them have the largest impact on the playing experience. Similar to ...

I have written an RTS game (a demo for a game engine of sorts, actually) in which the user's basic interaction with the game is to select a bunch of soldiers and then right-click on the map to move ...

I am trying to develop a multiplayer rts game.
My question here is: which language is best suited for the server side of that game?
My very first choices wolud be lower level languages, such as C++ or ...

I looked around to see if this question had already been asked- maybe it has, maybe it hasn't, I don't know.
I'm trying to make a 3D RTS game. Right now we're trying to get the basics on the table. ...

I'm building a small rts and in my code I have given my buildings a pattern, much like you would pieces in tetris. In other words I want to place irregular shaped buildings on a map without buildings ...

How can I model armies attacking each other in an RTS?
I know how I would do it if it is an RPG game. Character has few stats that affect damage/defense and then compare it with enemy character and ...

[I already asked this question on the UDK forums, without much success though.]
I'm using a class derived from AIController to control my pawn in RTS-style. My problem is that the pawn does not have ...

I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling.
I think this is called isometric perspective ...